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Normals when rotating 90°

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Hey, actually i am building the geometry data of my map by myself with addvertex, addtriangle and stuff from a own geometry data type, this works great, and leadwerks made a well bether job than minib3d here.

but well i saw there is now "updatenormals()" stuff here, so i thought i cannot make my stuff rotate before putting it into the surface, because the normals are messed up then.


But when i rotate it with exacly 90° only, then it should be enough when i just swap 2 normal values of all verts before putting them into the surface?


like when rotating for 90° then just for every vertex nx = nz and nz = ny ? and such? or is it not that simple?

otherwise i would have to save 4 variants of the thingies

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